Hello guys! I been messing around with a few things and this is what I gotten so far.
Make fun of my voice if you want, I am used to it. Hahaha
The story..
You were a mindless probe tasked with collecting resources. For days on end... until one day, the base gets attacked by what looks a new breed yet feral Zergs. It seemed the Zergs Overlords are no longer in control of their minions, and mutation spread wildly. You nearly escaped until a yellow bile spewing zergling attacks you, and everything went black.
You are awake in a terrain lab, reprogrammed with new abilities, to be stronger, and a new AI that allows you to have freewill. You yet again get attack by mutated feral Zergs. However.... you are prepared this time.
Can you survive this now desolate world with your new found ability? Only time will tell....
And that is the story I got so far....
What I want is a unique survival map, that has huge replay value. I am creating a unit right now that spawns near a modified creep when the player unit OR structure is near it. The map will calculate the creep coverage, and send units based on how much creep there is. The more creep, the more units. This makes it possible to make it SEEM like there are millions of units on the map... when in reality there is really only a few hundred at any given time.
I was thinking of putting a randomized unit pool with a randomized ability pool.
So the start of the game will pick...
4-6 units from a pool of 20
A random ability for each unit from a ability pool of 30
And a visual feature from a pool of 10
So in some games you might get...
Yellow Zerglings that explode on death, large ghost that have bonus attack range. Etc etc...
or
Small Roaches with extra armor, Red infected marines with higher spawn rates. Etc etc...
To survive you have to do three things.
1 - Collect resources around the map, the resources requiring you to build defense to collect. And a building to automatically collect over time.
2 - Build a main base, to heal yourself, upgrade and so on.
3 - Remove all the creep spawning buildings to win.
Notes -
Bases that are built are able to sustain itself. Removing all attack alerts. I love the ability to put your faith into your base, risking having to leave and coming back to nothing.
I am trying to keep it simple, visually.
Keeping the SC lore
I am currently learning sc2 editor with this, but spending extra time to fix up triggers to be more efficient. Heck today I completely re-wrote the movement system to stop leaks and redundancy.
Why am I asking for feedback?
Because I want feedbacks on what you think about some of the ideas I have.
I would also love suggestions and tips on how to make a effective survival.
And what do you think of the randomized nature of enemies?
Constructive criticism is welcome! Be harsh if you want, I don't mind.
The concept sounds pretty cool, definitely has potential.
Regarding the spawning, if I understood it correctly; it's kind of like "units will spawn periodically and attack you, but if you are near or on creep then more units will spawn"? If so, just make sure the creep doesn't spread everywhere too early on, so that the players don't get overwhelmed. :P
Also, I'm a little confused about the attack mode, you activate it and then can target points around you and your ability's effect will occur, or?
The randomization sounds pretty neat, although I think it'd be better if you didn't give the players the option to choose how the enemies are randomized, and instead let the game take care of that. You can always add manual customization as a mode too, though.
About the bases, there's no "Our base is under attack" alerts? Well, you could keep that and still have the bases able to fend off for themselves, I think it'd be better that way, just in case the player has a weak base and isn't looking, and then he returns and all that is left is rubble and doesn't know why.
If I were to suggest anything, how about bosses? You could have a pool of units that the game would choose from, then apply random modifiers on (similarly to normal units) and spawn as bosses every now and again.
This could be randomized for each instance they spawn, for example, the first time it's an Ultralisk that has Lifesteal and can Teleport, the second time it's a Brood Lord that has an aura that increases allies' armor and takes reduces damage, and then it's an Ultralisk again, but with Critical Hit and immunity to spell damage.
Units will spawns periodically near friendly bases and units. If there is creeps are nearby, additional units will be spawned. The amount of units spawned depends on how much creep there is covering the map. So more creep covering the map, the more units will spawns, and vice versa. This makes it so the player have to make sure not to let creeps go out of control.
Example. 40% of the map is covered by creep. Spawning 5 units per second. If 80% of the map is covered, then 10 unit per second. If 20% then 2 or 3 will spawn.
The attack mode, which is toggled by the spacebar. Will allow you to attack within range of your probe. Using the position of where you click on the mouse. The area will leave a orb that will glow white and then explode.
Yes I like the idea of having to leave your base not knowing if you will ever see it again. I'll tweak this a bit.
Randomized bosses. Now that is a cool idea! I'll look into it! I think as each boss gets killed, then next one gets stronger.
Never know what to expect when the boss timer expire.
Maybe a MASSIVE roach with the ability to revive dead units and explode in a nuke on death. Etc Just an example. I'll look into it, that would be cool.
Update
I am currently working on build mode and neutral mode (Switched between mode via spacebar)
Build mode - Brings up a custom UI that allows the probe to easily build (Build mode flashing green)
Neutral - Allows you to buy upgrades and items from shops in your bases if you have any. Neutral mode allows probe to heal. (Subject to change)
Rollback Post to RevisionRollBack
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Hello guys! I been messing around with a few things and this is what I gotten so far.
Make fun of my voice if you want, I am used to it. Hahaha
The story..
You were a mindless probe tasked with collecting resources. For days on end... until one day, the base gets attacked by what looks a new breed yet feral Zergs. It seemed the Zergs Overlords are no longer in control of their minions, and mutation spread wildly. You nearly escaped until a yellow bile spewing zergling attacks you, and everything went black.
You are awake in a terrain lab, reprogrammed with new abilities, to be stronger, and a new AI that allows you to have freewill. You yet again get attack by mutated feral Zergs. However.... you are prepared this time.
Can you survive this now desolate world with your new found ability? Only time will tell....
And that is the story I got so far....
What I want is a unique survival map, that has huge replay value. I am creating a unit right now that spawns near a modified creep when the player unit OR structure is near it. The map will calculate the creep coverage, and send units based on how much creep there is. The more creep, the more units. This makes it possible to make it SEEM like there are millions of units on the map... when in reality there is really only a few hundred at any given time.
I was thinking of putting a randomized unit pool with a randomized ability pool.
So the start of the game will pick...
4-6 units from a pool of 20
A random ability for each unit from a ability pool of 30
And a visual feature from a pool of 10
So in some games you might get... Yellow Zerglings that explode on death, large ghost that have bonus attack range. Etc etc...
or
Small Roaches with extra armor, Red infected marines with higher spawn rates. Etc etc...
To survive you have to do three things.
1 - Collect resources around the map, the resources requiring you to build defense to collect. And a building to automatically collect over time. 2 - Build a main base, to heal yourself, upgrade and so on. 3 - Remove all the creep spawning buildings to win.
Notes - Bases that are built are able to sustain itself. Removing all attack alerts. I love the ability to put your faith into your base, risking having to leave and coming back to nothing. I am trying to keep it simple, visually. Keeping the SC lore I am currently learning sc2 editor with this, but spending extra time to fix up triggers to be more efficient. Heck today I completely re-wrote the movement system to stop leaks and redundancy.
Why am I asking for feedback?
Because I want feedbacks on what you think about some of the ideas I have. I would also love suggestions and tips on how to make a effective survival. And what do you think of the randomized nature of enemies?
Constructive criticism is welcome! Be harsh if you want, I don't mind.
The concept sounds pretty cool, definitely has potential.
Regarding the spawning, if I understood it correctly; it's kind of like "units will spawn periodically and attack you, but if you are near or on creep then more units will spawn"? If so, just make sure the creep doesn't spread everywhere too early on, so that the players don't get overwhelmed. :P
Also, I'm a little confused about the attack mode, you activate it and then can target points around you and your ability's effect will occur, or?
The randomization sounds pretty neat, although I think it'd be better if you didn't give the players the option to choose how the enemies are randomized, and instead let the game take care of that. You can always add manual customization as a mode too, though.
About the bases, there's no "Our base is under attack" alerts? Well, you could keep that and still have the bases able to fend off for themselves, I think it'd be better that way, just in case the player has a weak base and isn't looking, and then he returns and all that is left is rubble and doesn't know why.
If I were to suggest anything, how about bosses? You could have a pool of units that the game would choose from, then apply random modifiers on (similarly to normal units) and spawn as bosses every now and again.
This could be randomized for each instance they spawn, for example, the first time it's an Ultralisk that has Lifesteal and can Teleport, the second time it's a Brood Lord that has an aura that increases allies' armor and takes reduces damage, and then it's an Ultralisk again, but with Critical Hit and immunity to spell damage.
Anyway, good luck with your project!
Units will spawns periodically near friendly bases and units. If there is creeps are nearby, additional units will be spawned. The amount of units spawned depends on how much creep there is covering the map. So more creep covering the map, the more units will spawns, and vice versa. This makes it so the player have to make sure not to let creeps go out of control.
Example. 40% of the map is covered by creep. Spawning 5 units per second. If 80% of the map is covered, then 10 unit per second. If 20% then 2 or 3 will spawn.
The attack mode, which is toggled by the spacebar. Will allow you to attack within range of your probe. Using the position of where you click on the mouse. The area will leave a orb that will glow white and then explode.
Yes I like the idea of having to leave your base not knowing if you will ever see it again. I'll tweak this a bit.
Randomized bosses. Now that is a cool idea! I'll look into it! I think as each boss gets killed, then next one gets stronger. Never know what to expect when the boss timer expire.
Maybe a MASSIVE roach with the ability to revive dead units and explode in a nuke on death. Etc Just an example. I'll look into it, that would be cool.
Update
I am currently working on build mode and neutral mode (Switched between mode via spacebar) Build mode - Brings up a custom UI that allows the probe to easily build (Build mode flashing green) Neutral - Allows you to buy upgrades and items from shops in your bases if you have any. Neutral mode allows probe to heal. (Subject to change)